These new maps are a welcome addition to WW2’s multiplayer.
Call of Duty: WWII’s first major DLC pack is made up of five maps; three standard multiplayer maps (one remake), one War Mode map, and a Zombies chapter. While the latter is The Resistance’s heftiest addition, the new standard maps add needed variety to the multiplayer suite. Meanwhile, the new War Mode map is just more of the same – which is mostly a good thing. (Read the full Call of Duty: WWII review here.)
Of the new standard maps, Valkyrie is the smallest. Shotguns, a well-timed grenade, and the new Resistance Division class (included with a free update launched alongside a neat community event) excel on this map. Valkyrie’s square layout has less defined lanes, which makes it more fun to explore while hunting down enemies. All the intersecting corridors provided great tactical options, especially for Kill Confirmed. I used one particular corridor to my advantage by leaving an unclaimed dog tag on the ground as bait, luring several enemies from different paths into a single room. That one tag turned into three, though I paid for it soon after by staying in that spot too long. Totally fair. I rarely saw firefights confined to one part of Valkyrie, though. Spawn points were able to adjust accordingly to the constant movement on this map.
My favorite map of The Resistance is Anthropoid. It’s a long map that’s well suited for snipers, but it’s not open enough to feel like I didn’t have options to escape players with excellent rifle skills. Instead, Anthropoid’s three lanes are laced with side passages, pillars, cars, and other obstructions that allow for smart flanking. It’s an especially good fit for Domination, though its size makes it a little less friendly for Team Deathmatch.
Anthropoid’s three lanes are laced with side passages, pillars, cars, and other obstructions that allow for smart flanking.
The third map, Occupation, is a remake of the Resistance map from Call of Duty: Modern Warfare 3 with a fresh coat of paint. Like Valkyrie, Occupation’s lack of a three-lane design makes hunting enemies more of a gamble, which is refreshing since a few of WW2’s maps already cover that style. It’s also a good, medium sized map that favors weapons with a little more range. And though it’s not part of The Resistance DLC itself, it’s worth commending developer Sledgehammer for running its free community event alongside the DLC’s launch to celebrate the new maps with bonus XP, the new Resistance Division, and new uniforms and other gear included in a special supply drop.
The new War Mode map, Operation Intercept, is the least interesting part of the DLC, though that’s not to say it’s bad. It’s more of what I expected from War Mode, which is good, but it feels recycled because two of its three objectives for the Allied team already exist in the original three War operations. I was hoping to see something that would build on this incredible new mode, but Intercept wasn’t that. The map is congested, but there are some clever design choices that allow smart players to chuck grenades into many of Intercept’s narrow objective points to effectively clear out the area. Still, I generally felt like I had more space to work with playing on the Allied team, and it felt too easy to win on that side as a result.
Only after finding a headless corpse strapped to an even bigger door did I finally have a clear objective.
The Nazi Zombie story continues on an island filled with tunnels, secret rooms, and plenty of undead. Darkest Shore offers more obscure puzzles than the first, and while the challenge is welcome, the Easter egg campaign requires either a human or online guide unless you have a ton of time and endless patience to solve its mysteries. After mowing down zombies on the disgusting beach my team landed on, I opened a door. And then another. And another. Only after finding a headless corpse strapped to an even bigger door did I finally have a clear objective, though finding the solution to that puzzle was far from obvious. I wound up spending my first few runs providing cover fire while learning from more experienced zombie players, which I still enjoyed.
The Darkest Shore has a new Saw gun that was especially fun to use once it reached its full potential. I was partial to using the Saw against Darkest Shore’s new spider zombie, which tried to escape its second death by crawling along the walls and ceiling. The new map also features waves of fog that made seeing more than a few feet in front of my character nearly impossible, though it wasn’t much of a hindrance as soon as I ran into one of the island’s many tunnels.
Both the fog and tunnel system made communication with teammates without mics a little more frustrating, though. I lost teammates more than once and frantically searched for their character’s outline somewhere on the screen. It didn’t always show up, and sometimes I couldn’t even figure out what level they were on, though I got better with that as I learned the map.